// Kony

#pragma once

#include "CoreMinimal.h"
#include "AbilitySystem/Abilitys/BaseDamageGameplayAbility.h"
#include "BaseBlast.generated.h"

/**
 * 基础爆破类法术
 */
UCLASS()
class GASC_HUANLING_API UBaseBlast : public UBaseDamageGameplayAbility
{
	GENERATED_BODY()
public:
	//当前技能描述
	virtual FString GetDescription(int32 Level, const FText& Title, const FText& Description) override;
	//下一级技能描述
	virtual FString GetNextLevelDescription(int32 Level, const FText& Title, const FText& Description) override;

	//生成爆炸球方法
	UFUNCTION(BlueprintCallable)
	TArray<ABaseBlastBall*> SpawnBlastBalls();
protected:
	//冲击数量
	UPROPERTY(EditDefaultsOnly,Category="Blast")
	int32 NumBalls = 12;
private:
	//爆炸球演员类
	UPROPERTY(EditDefaultsOnly)
	TSubclassOf<ABaseBlastBall> BlastBallClass;
};
